#ifndef AUDIO_STREAM_MP3_H #define AUDIO_STREAM_MP3_H /*************************************************************************/ /* audio_stream_mp3.h */ /*************************************************************************/ /* This file is part of: */ /* PANDEMONIUM ENGINE */ /* https://github.com/Relintai/pandemonium_engine */ /*************************************************************************/ /* Copyright (c) 2022-present Péter Magyar. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "core/io/resource_loader.h" #include "servers/audio/audio_stream.h" #include "minimp3_ex.h" class AudioStreamMP3; class AudioStreamPlaybackMP3 : public AudioStreamPlaybackResampled { GDCLASS(AudioStreamPlaybackMP3, AudioStreamPlaybackResampled); mp3dec_ex_t *mp3d = nullptr; uint32_t frames_mixed = 0; bool active = false; int loops = 0; friend class AudioStreamMP3; Ref mp3_stream; protected: virtual void _mix_internal(AudioFrame *p_buffer, int p_frames); virtual float get_stream_sampling_rate(); public: virtual void start(float p_from_pos = 0.0); virtual void stop(); virtual bool is_playing() const; virtual int get_loop_count() const; //times it looped virtual float get_playback_position() const; virtual void seek(float p_time); AudioStreamPlaybackMP3() {} ~AudioStreamPlaybackMP3(); }; class AudioStreamMP3 : public AudioStream { GDCLASS(AudioStreamMP3, AudioStream); OBJ_SAVE_TYPE(AudioStream) //children are all saved as AudioStream, so they can be exchanged RES_BASE_EXTENSION("mp3str"); friend class AudioStreamPlaybackMP3; void *data = nullptr; uint32_t data_len = 0; float sample_rate = 1; int channels = 1; float length = 0; bool loop = false; float loop_offset = 0; void clear_data(); protected: static void _bind_methods(); public: void set_loop(bool p_enable); bool has_loop() const; void set_loop_offset(float p_seconds); float get_loop_offset() const; virtual Ref instance_playback(); virtual String get_stream_name() const; void set_data(const PoolVector &p_data); PoolVector get_data() const; virtual float get_length() const; AudioStreamMP3(); virtual ~AudioStreamMP3(); }; #endif // AUDIO_STREAM_MP3_H